LD36 August 26–29, 2016

LDCode Updated

I’m happy to announce that I’ve continued working on my LD36 entry LDCode.First I changed it’s name since…why not? The syntax is now a lot more like assembly language which is nice.Interrupts we’re added,increment and decrement operations were changed.Basically everything is lot more better in my point of view.By the way,the background is black by default.I just used INT 10 to change it to brown 😉 Documentation will be avaliable at: https://zvonimirr.itch.io/ldcode soon.Stay tuned folks.

ld36_postportem

Modus Catapultus on LD36 Jam

Attack enemy forts and catapults with your catapult and supporting units. Use special stones to build/reinforce forts and spawn new catapults.




Movements – WASD or Cursor Keys
Shoot – E/Space hold and release
Switch stones – Q/Shift




Retreat to friendly forts for fixes and resupply.

Jam Entry Page

Screenshot from 2016-08-31 19-49-04





Development Log
@40m into competition (and 4:40am in the morning here) I read the theme and posted that I’m going to participate

@4h – after crawling web for inspiration, looking at Da Vince sketches, reading about Antikythera mechanism, Rome warfare among other stuff I went to sleep feeling that I have some understanding of a game to build. It is supposed to be a top-down naval warfare game.
***
@8h – waked up, reviewed the sketches and considered the scope to be totally unrealistic. So I’ve changed direction into land-based warfare and simplified it a little.

@9h – changed direction once again to a side-view scrolling artillery-like game that supposed to be about catapults

@14h – have first boxes moving around the screen.
@18h – spent time on tech, that should have been in the toolbox at the beginning – like camera view and rudimentary physics
@20h – stopped and went to bed
***
@30h – development continues
@32h – first shoots have been fired. What should have taken just 2-3 hours (theme selection, basic setup and rudimentary mechanics) actually took more than a day to develop.
@40h – I started to realize that even the basic mechanics can’t be completed on time.
@47h – decided to target the jam
***
@62h – back from work and on track again. Reevaluated the concept, removed some features, layered out 12-step program to make that game playable.
@71h 50m – PANIC, since I’ve just completed all necessary features and having some troubles scp-ing that on the server (As it turned out – I’ve been DoSed at the time)
@72h – I’ve managed to release the game and started to update the Jam post entry for better readability.

Total hours logged in development and playtesting:
Day 1 – 14h
Day 2 – 16h
Day 3 – 9h





What Went Right
Almost nothing actually.
* I’m glad I’ve switched the initial concept, since that allowed me to release some moderately playable prototype at least for the jam deadline.
* Also good that I’ve sticked to Vanilla JS and dropped the idea of using full-features JS game engine – last time I’ve participated 1 year ago (LD33) I failed miserably because spent too much time struggling with technology.





What Went Wrong
* I wasn’t ready for the theme. Tools I’ve selected were better suited for some retro-styled art and I didn’t see at the time how that can work with Ancient technology.
* I wasn’t ready whatsoever in general. Good idea would’ve been to participate in one of miniLDs and in warm-up weekend. Also, it would make sense to get familiar with possible theme list, analyze it and consider at least remotely what kind of game can be done with that particular theme.
* Most activities of Day 1 should have been fit into 2-3 hours at most.
* I probably could have squished couple more hours in development. But more could be achieved by better readiness and better focus on things that are important.





Tools Used
JavaScript + 2d Canvas proved to be simple and reliable to provide needed functionality. No surprises as far as I can remember. All game shortcomings are caused by me, since I haven’t been able to deliver more elaborated art and sound content and left striking holes in the gameplay itself – the decision to block fire on entities overlap is one of these ‘dirty rules’ that ended up in the posted game. And it looks really stupid now, once I play it.
Aseprite is not fitting well for that kind of game.

Letsplay list?

In the past, there have been lists of people who are doing LetsPlay reviews on youtube or other such formats.

Is there such a list for LD36?

Comments

31. Aug 2016 · 17:52 UTC
There is a pinned post called Dare to Play.

Want feedback?

I went through and played some games today on my lunch break. My favorite part of ludum dare is after all the work is done to see what others have made. And usually wish my entry was as good.

 

Comment with your game and I’ll check it out tonight if my internet cooperates.

Comments

Avant-Marde
31. Aug 2016 · 18:36 UTC
Since our game will probably get a lot fewer plays than usual this time due to being a two-player game intended for gamepads, perhaps we should jump on this. If you’ve got gamepads and someone to play some explosive hockey with, that is. c:
31. Aug 2016 · 18:38 UTC
Let us know what you think of our game. There was more we wanted to add, but ran out of time.
Geck0
31. Aug 2016 · 22:22 UTC
Here is mine if u wanna try it :) It’s short cause of time but ^^
31. Aug 2016 · 23:40 UTC
Some feedback on the final jam version would be welcomed (haven’t had any yet)
SquirrelSoft
01. Sep 2016 · 00:54 UTC
Hey man try our game, it’s a lil to understand what you to do but it’s good… I guess :p

Mini LD36 Post-mortem – “Vålnad”

So once again I did it, I conquered sleeplessness and delivered a product on time! This year I’m proud to present my first submission in full 3D, from previously using various 2d-Frameworks I’ve now switched to Unity. The biggest benefit isn’t really the added render power but the ease of workflow. Having a decent editor is crucial for productivity and is something that’s usually missing from the framework-oriented style of development.

Anyways, this time I wanted to focus more on atmosphere and aesthetics. I wanted to create this mystery world with a very distinct aesthetic, where not everything was extremely obvious at first glance. This meant though that the design of game mechanics suffered and I settled on a simple puzzle mechanic with rotating blocks. Overall though I’m pretty proud of how much better paced and presented this entry was compared to my earlier attempts in Ludum Dare.

ludum
First test trying to get the right aesthetics

ludum3
Here I was trying out some of the UI, obviously going for the clean look.

ludum4
More motion tests, gameplay tests

Final product (Windows only):
http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=4101

EDIT:
These were supposed to be gifs, but they don’t seem to be working?

☆ PUCKETEERS POST NASCENTIAM ☆

Post mortem sounds depressing! And wrong—the game just came into being, did it not? c; Here’s something about our two-player explosive hockey game (Pucketeers of Atlantis) post jam, at the very least!

Do begin by having a peek at the game to have an idea of what we’re talking about in the first place!


View post on imgur.com

Go play here~

 

What is it?

Let’s begin here and now. The final game we submitted for the jam. Well, you can see above. It’s a two-player game, primarily intended for gamepads, where each controls a team of three characters to battle it out in the rink.

The twist: a periodically exploding puck, and little item boxes that pop up from time to time that can be grabbed in order to be activated when the player is holding the puck (two of these were implemented: one making time go slower for everybody except the current pucketeer, and one making everyone else fall over, both offering a momentarily opportunity to go straight for the goal).

What is it not?

It is perhaps not the best take on the theme, ancient technology. The idea was that the puck and hover boots and items to pick up and some of the characters (robots) were supposed to be ancient relics of long forgotten Atlantis, but that is admittedly a stretch in the first place, and it’s not exactly evident in the game itself, but needs to be spelled out.

What could it have been?

The final game that you now see wasn’t entirely planned as such from the beginning. The original idea was “(J)RPG hockey”, and there were all sorts of wonky ideas floating around, including turn-based elements, strategy, stats and very exaggerated features of all sorts, as well as closeup one on one sequences when dribbling or tackling.

Not much of that stuck around, partially due to time constraints, partially due to reconsiderations of what would be fun to play, but at least the characters still look kind of like those of early Final Fantasy games (no time for proper human modelling, sorry!).

What can it be?

Extended! Brushed up! Packaged. Networked? There are currently some considerations to do a little more work on this game beyond LD, making it more fun, perhaps allowing a third team on the field at the same time, and perhaps even some rudimentary online play.

Who knows? Such projects have a tendency to blow up and not happen, but it’s a fun thought, and there will probably be some experimentation at the very least. We’ll see!


 

blogologo

Tags: 3D, ava, hockey, jam, marte, Mortem, morten, multiplayer, Post, post-mortem, puck, pucketeers of atlantis, sports, unity

Type-O-Tron: Better late than never…

The Dare

I stumbled across LD36 by accident, when it was already in progress.  “How neat!”, I thought; “Too bad I can’t participate”.  I already had commitments most of Saturday, and I don’t work on Sundays, which left me only six hours of working time before the Compo would end.

Well, I decided to *just do it!* anyway!  The result:  Type-O-Tron.

The Game

Type-O-Tron is a (hopefully charming!) typewriter simulator.  Typing is trickier when you don’t have a backspace key and some things (like the apostrophe) are in places you’re not used to!  There’s also a bit of story in there.

Download it here (it’s an executable .jar, so you need Java installed to play it).  I hope you enjoy it!  I would love feedback since this is the first time I’ve done a Ludum Dare.  It’s best played with headphones (I think the sounds ended up a bit quiet).

I was playing by Compo rules, though my timetable was shifted from the live Compo so I couldn’t enter it officially.




The Timeline

I used the last six hours on Saturday instead of crashing after my full day as planned.  It was complicated by the fact that I was sick and had a terrible headache, so I couldn’t look at my computer monitor very much.  It was pain, but I got really excited about making a game.

Except for those six Saturday hours, I started my clock on Monday morning.  I’m self-employed and work from home, and was fortunately able to take half the week for making a game :).

I wondered if I could finish a Compo entry in only 18 hours so I could submit it to the live Jam, but sadly, no.  I was able to pull it off by 2am Tuesday evening / Wednesday morning, though!

Here’s the timeline:

  • 6 painful hours on Saturday (7pm-1am)
    • brainstormed and picked an idea
    • drove all over creation looking for a typewriter for making sound effects
    • found inspiration typewriter images and began drawing keys
  • Break for Sunday
  • 18 hours on Monday (8am-2am)
    • unhealthy amount of drawing typewriter parts
    • wrote the story and dialog
    • recorded dialog and remaining sound effects
    • processed all sounds and got the finished sound assets
    • got a libgdx project up and running
    • picked and packaged fonts
  • 7 hours of sleep (2am-9am)
  • 17 hours on Tuesday (9am-2am)
    • pretty much all the game mechanics and programming
    • beginning/ending scripting and player choice texts
    • typewriter “animations”
    • even more time drawing typewriter parts
    • testing, testing, and more testing
    • make an executable .jar file to package it up

After staggering across the finish line, I let myself look at the other amazing games that were submitted for real, and stayed up another three hours exploring them.  I also fiddled around a bit trying to make some native builds with a JRE included (have never done that before) but at that point I was shot so gave up on it and went to bed.

Tools

Here’s what I used:

  • Code:
    • LibGDX (Java)
    • Eclipse (Mars.2)
  •  Sounds:
    • Zoom H1 recorder
    • Audacity
    • Sennheiser headphones (HD280)
  • Graphics:
    • Wacom Intuos Pro (Medium)
    • Paint.NET
    • fontsquirrel.com (fonts)
    • LibGDX’s heiro bitmap font generator
    • LibGDX’s texturepacker
  • Story and Notes:
    • Notepad++

Thoughts from the other side

I probably spent 12 hours just drawing the graphics.  Drawing is not my strong point (I’m a programmer by trade), and getting through the graphical assets in time was a big challenge for me.  The upper part of the typewriter base suffered since I had to cut corners to get it done on time.

Next time, I’m going to steer clear of any idea that involves “just make and animate 40 ____’s”.  The typewriter keys got pretty tedious to position correctly in the code for animating, and I had to cut some of the animation out to make it in time.

I also sunk more time than necessary managing some ugly event scripting code (play this audio, then after it’s finished present this choice, and do these things after…).  I made something up on the fly that worked, but it would have been really handy to have already spent some time thinking about an architecture that would turn actions into objects.  That way I could chain them without nesting so much.

I almost didn’t post the game here.  I started looking at other great games that were “official” and better than mine, and began telling myself that since I couldn’t submit my game officially no one would be interested.  Or that it was really bad.  Or whatever.  (I’m a perfectionist.)  But in the spirit of *just do it!*, I’m taking a deep breath and posting it here anyway!

All in all I think it was a success, especially since my wife is better at playing it than I am :).  I hope you enjoy it!

Lost Kas now has a Mac version!

TitleScreenExample

Play our game, Lost Kas! From the comments we’ve gotten it seems to be something of a challenge! See if you can get to the boss…

Will there be ratings next time?

So Ludum Dare 36 is over, and I’m very satisfied with my entry. I understand why ratings were disabled this time, but I heard we’d have ratings in December. Is that true?

Comments

31. Aug 2016 · 20:28 UTC
PoV is trying to finish the new website. He thinks he will have it done by then and it will have ratings.

Dare to give us feedback :)

And so… the development stage is over.
It is time to gather some feedback for our work.
If you find our game interesting, please take a moment to share some suggestions/opinions.
We would appreciate  :)

Our Entry

Cheers,
LittleDoomDevs team

Dig

Tags: LD #36

Feedback me if you please :)

Record Store Simulator

For my first jam I tried something little bit too ambitious and that resulted in a non-polished game.

I know it won’t be enough to get me rated in any category, but I would really like to know what you guys think about the game and most importantly the idea behind the game. If you like it, maybe I will continue improving and polishing it. But all kinds of feedback is welcome, even the most negative, because if nothing else, you at least learn from them.
Thank you in advance! :)

Here is the link: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111235

Image

Check out my game

The Puzzling Pyramid


54592-shot0-1472435836.png-eq-900-50054592-shot1-1472435836.png-eq-900-50054592-shot2-1472436775.png-eq-900-500


The Puzzling Pyramid is a game about matching tiles to eventually uncover the ending tomb. Each tile must have an adjacent tile (up, down, left, right) that shares at least one color with it. Once all tiles are matched, the puzzle is complete! I didn’t get to make an end due to time.

Make sure to post a link to your game so I can play it.

Check out The Puzzling Pyramid here.

 

 

oops

forgot to upload the data folder, so the game wasn’t working. should work now, though
find it here
Screenshot (3)

Rush Of Tapes, a nostalgic mini-game.

Hi! I joined Ludum Dare 36 along with some other devs at #GamebossJAM in Spain.

This one was my first LD, but not my first Game Jam. In fact I’m a recurring failer in One Hour Game Jam.

I started the jam making a game about a cave painting where you controlled a man killing stuff with a spear with a rope on it and some physics, and when I finally got the main mechanic prototyped, I dropped that and started something completely different stuff. A manual cassette rewind simulator.

I did it alone and used Unity, Blender, Gimp and Audacity.

I’m extending it and adding a more interesting gameplay so if you like it you can follow and rate it in itch.io or gamejolt.com.

Check it out!

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=88290

Rating?

I can’t find the rating features? Am I missing something or are they gone?

How do I rate games, and how do we get scores?

 

Thanks for any help :3

 

Ed

Comments

raphaelgoulart
31. Aug 2016 · 22:53 UTC
as far as i know, there isnt a rating system for this specific ludum dare – instead, we get feedback friends! it’s a system on which, when you comment on a game (as in give it a feedback) you get coolness points, which is reduced when yours get commented as well (generating some sort of balance).

so, the feedback you receive is your rating, and the more feedback you give to others, more likely you are to receive feedback.

if im mistaken about something let me know, but afaik this is it!
TerraCottaFrog
01. Sep 2016 · 00:08 UTC
Even though there aren’t ratings, try to comment in depth on a lot so you can get some feedback. While it is nice to see how you rank up, getting feedback on your game is ultimately more helpful in the long run.

Thank you! :^D

Thank you all who tuned into the stream, I had a lot of fun playing the submissions.
There is still a second round of games Id like to play through much later tonight, I so will get to them.
Who knew id get so much participants, I was honestly expecting like a handful of people and then having to browse through them myself.
Again, thank you so much!

For anyone who signed up on google docs but wasn’t there to see their game get played, here is the link below:

https://www.twitch.tv/monkeybit29/v/86818172

I will post the time for the next stream much later, so follow my twitter for updates:
https://twitter.com/BiolumGames

Bug Fixed

One Two Three Three

 

My Video Youtube : https://youtu.be/CMtDbBE52i0

In This Video you Find The Link To Download This Game And The Video Gameplay..

 

Thanks All…

Lost Earth – a bug fix and a minor update

I barely made it.

I built something. In 30 hours, because I had to work on Saturday and had an important exam in Sunday morning. I thought I could beat the challenge, and almost made it to the end.

I switched my project two times, and that made me lose even more time. I only nailed what I would really do today at 3 AM.

The core of the game is there, but I just didn’t managed to build a level, nor to implement the power-ups and the variety of weapons and enemies. Not even the SoundFX effects or the animations I made. Much less to put the lore in the game. That’s the saddest part, as I made something I thought was interesting.

This is the first game I ever made start-to-end. And I’m kind of proud about it. No, I’m seriously proud.

 

UPDATES:

  • After some feedback I fixed the bug that made the game freeze after the player character died. Now it gives a 2-sec Game Over screen and loads Main Menu screen.
  • Fixed the bug that made all the alien ships chase the player from the beginning of the level. Now they only activate when the player comes close. But they still annoyingly manage to pass by the wall tiles. Heck!

TO DO:

  • A Post-Mortem.
  • The Procedural Level Generator.
  • Fix the but on the controls.

Captura de tela 2016-08-29 20.38.35

Tags: update

“Forever Someday” – Thanks for your feedback

Hey everyone, I want to thank you for playing my game and giving me feedback, it really means a lot to me.

Making a game about depression was really hard, but reading the comments and seeing that people liked it and unsderstood the message really makes me happy.

For the ones that didn’t play it, here it is: PLAY IT HERE – FOREVER SOMEDAY

View post on imgur.com